Destructive Daruma Karma Cannon
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Destructive Daruma Karma Cannon

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Change as many monsters on the field as possible to face-down Defense Position, then, if either player controls a face-up monster(s), they must send all face-up monsters they control to the GY.




 
 
AI Power Analysis
Board breakerConfidence: MediumEvaluated Oct 9, 2026
51± 8/ 100
Power Score
Intrinsic 53
Deck 50

Destructive Daruma Karma Cannon — Power Evaluation

Final Score: 51 ± 8 · Confidence: Medium

  • Intrinsic: 53 · Deck: 50 · Meta: provisional
  • Primary role: Board breaker · Secondary: Floodgate/Control

Why it scores here

The card is a symmetric board reset: it flips every monster to face-down Defense and then forces both players to send their face-up monsters to the GY, so it is only strong against a monster-heavy opponent and it costs the user their own board too. Its score comes from effect interaction and the fact that 400 of the attached decks run it (1 to 3 copies, 98 archetypes), which shows it is a consistently included answer rather than an intrinsically powerful one. There is no combo evidence, so nothing about what it builds is credited; the high presence in decks is treated as accessibility and portability, not as added power.

Axis scores

Axis Score Evidence
Accessibility 55 It is a Trap that must be set, and deck evidence shows it in all 400 attached decks at an average of 1.97 copies, but there are no searcher or starter routes in the evidence (inference from text and deck counts).
Combo & Conversion 25 The card's text converts nothing into a board of its own; combo data is empty, so this rests on the text alone (inferred).
Resource Economy 20 Sending all face-up monsters to the GY is a card-disadvantage effect for both players, with no refuel or recursion in the text (verified from description).
Effect & Interaction 70 A board-wide, mass-effect answer that can flip every monster to face-down DEF at once, though it is a negatable Trap and its strength depends on the opponent having monsters (verified from text, inferred for negation).
Material Utility 5 It is a Trap with no material value, so this axis is near zero (verified from card type).
Resilience & Flexibility 35 It is a single-spot Trap that one negate effect would stop, with no redundancy in the evidence (inferred).
Deck-Building Efficiency 55 It runs at 1 to 3 copies across 98 archetypes with no garnet or lock beyond its self-harm, but it is dead in boards where the user has monsters (observed from deck counts, inferred from text).

Calculation

Weight profile: 0.7 Board breaker + 0.3 Floodgate/Control. Intrinsic ≈ 53, Deck ≈ 50, Meta = provisional. Modifiers: Symmetric self-harm restriction (-3). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Mass board reset that flips every monster to face-down DEF in one activation (verified from text)
  • Consistently included at 1 to 3 copies across 98 archetypes and 3 gameplay types (observed from deck counts)
  • High inclusion in several StatisticsCard homes, for example 100% in Labrynth and Guardragon (observed)

Weaknesses

  • Symmetric effect: it sends the user's own face-up monsters to the GY (verified from text)
  • No combo evidence, so it has no observed board conversion (observed gap)
  • A Trap that a negate effect can stop (inferred)

Counters / choke points

  • Negation effects that stop the Trap's activation (inferred)
  • Boards with few or no face-up monsters, where the mass effect does little (inferred from text)

Best use

A situational board reset for a monster-heavy opponent, used as a sideboard-style answer in control shells (inferred from deck archetypes and the Enneacraft guide's Staple section). Decks: Labrynth, Enneacraft, Dogmatika, Ninja, Sky Striker. Suggested copies: 2.

Evidence & gaps

  • Verified: Effect text: flips monsters to face-down DEF, then both players send face-up monsters to the GY (card description); Card type: Trap Card, formats TCG, OCG, MasterDuel; Present in 400 of 400 attached decks; average 1.97 copies per deck; 98 distinct archetypes
  • Observed: Inclusion 100% in Eldlixir, Labrynth (789), Guardragon, Eldlich (Golden Land) and Metaphys StatisticsCard homes; Top partners include Super Starslayer TY-PHON - Sky Crisis (56.8%) and S:P Little Knight (54.8%); Enneacraft guide lists the card in its Staple section, with no role description for it
  • Inferred: Primary role is Board breaker with Floodgate/Control as secondary, based on text and deck homes; The effect is weakest when the user controls monsters, because it removes their own board too; Accessibility is solid because it is a generic staple, not a searched or starter card
  • Data gaps: No combos supplied; combo conversion is text-only inference No banlist token; assumed 3 copies (unlimited) legal copies is empty for every format No rulings supplied for the simultaneous effect and the mutual GY send Guide snippets do not describe this card's role directly top-card data shows no ranking (top-card status false)











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